These races are intentionally all more powerful than standard D&D races. I’m aiming for an eventual balance on the strong side of LA+1 relative to PHB races, but this is work in progress.


Summary of Races
Race name Size Type Ability modifiers Native originFavored save
Elf Small Humanoid−2 Str, +4 Dex EtheriaRef
Eternian MediumHumanoid+2 Str, +2 Con EterniaFort
Etherian MediumHumanoid+2 Dex, +2 Wis EtheriaRef
Gar (Eternian) MediumHumanoid+2 Dex, +2 Con, −2 WisEterniaWill
Goblin MediumMonster −2 Dex, +2 Con Myr Will
Half-EternianMediumHumanoid EterniaAny
Human MediumHumanoid+4 Int Earth All
Ignan MediumSpirit −2 Con, +2 Int, −2 ChaEtheriaRef
Orc Small Humanoid+2 Str, −2 Wis EterniaFort
Optonid MediumAlien +2 Con, −2 Wis UnknownWill
Scorpionfolk MediumMonster +4 Str, +2 Dex, +2 Con, −2 Int, +2 WisEtheriaRef
Trollan Small Alien −4 Str, −2 Con Trolla Will
Troll MediumMonster +4 Str, −2 Int, −2 ChaEtheriaFort
Twigget Small Fey −2 Str, +2 Cha EtheriaRef
Widget (Elf) Small Humanoid−2 Str, +2 Con, −2 Int, +2 ChaEterniaFort

See also: Monsters

Eternians are Medium humanoids with the Eternian subtype.
+2 Strength, +2 Constitution. Eternians are strong and tough.
Eternian base land speed is 30 feet.
All Eternians receive Improved Unarmed Strike as a bonus feat.
Armor-born (Ex): Eternians practice sparring in bulky armor from a young age. This allows them to reduce some restrictions when wearing armor with which they are proficient:
  • Armor check penalties are improved by +1 for medium armor and by +2 for heavy armor (to a minimum penalty of 0).
  • An Eternian’s speed in medium armor is 25 feet instead of 20. She is not restricted from using the Tumble skill in medium armor.
  • An Eternian’s speed in heavy armor is 20 feet, even for exotic armors that would normally further reduce her speed. She can run at full speed in heavy armor.
  • Arcane spell failure is reduced by 5% for light armor, 10% for medium armor, and 20% for heavy armor (to a minimum of 0%).
  • An Eternian takes no penalty for hastily donning armor. Effectively, she can put on her armor in the time it would take another character to don the same armor hastily.
  • An Eternian who has the Endurance feat can sleep even in heavy armor without becoming fatigued.
  • An Eternian cannot apply any of these benefits to armor with which she lacks proficiency.
Battlewise (Ex): Eternians gain a +1 racial bonus on opposed grapple, disarm, overrun, and trip checks.
Martial Spirit: An Eternian who gains his first level in a martial adept class may choose to swap one class discipline for either Devoted Spirit or Iron Heart.
  • Artifice
  • Competition
  • Inquisition
  • Nobility
  • Pact
  • Pride
  • Revered Ancestor
  • Strength
Favored save: Fortitude
Etherians are Medium humanoids with the Etherian subtype.
+2 Dexterity, +2 Wisdom. Etherians are spry and alert.
Etherian base land speed is 30 feet.
Cute (Ex): Etherians gain a +1 racial bonus on all Charisma-based skill checks and ability checks.
Great Ally (Ex): Etherians work exceptionally well with their allies. When aiding another in combat or on a skill check, or when receiving that aid from an ally, an Etherian applies or gains a +4 bonus instead of the normal +2 bonus. Furthermore, an Etherian gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus; this counts as having the Vexing Flanker feat).
Misfortune (Ex): The plight of Etheria is a harsh one. Etherians suffer a −2 penalty to all saving throws.

Heroic Inspiration (Ex): An Etherian who witnesses a friend succeed in the face of adversity is inspired to great deeds himself. Any time an Etherian sees (or otherwise directly senses, such as from the status spell) an ally other than himself succeeding on a saving throw against a dangerous effect, the Etherian is inspired and gains a +5 racial bonus to the same save, and may make an immediate saving throw (of any type) against any one ongoing effect that affects him. (For example, an Etherian who sees his neighbor resist a sorcerer’s charm person spell would gain a +5 racial bonus to his own Will saves.) This bonus takes effect immediately and can even be applied to the triggering effect (if an Etherian and his companion are both hit by the same fireball, say). The bonus lasts for a number of rounds equal to his character level, up to a maximum of 10. Multiple racial bonuses to the same save do not stack, but it’s possible for an Etherian to receive seperate racial bonuses to all three saves (potentially even all in the same round).

In addition, the Etherian receives a +2 morale bonus to his next attack roll, or a +2 morale bonus to the DC of his next spell cast, if that attack or spell targets the creature that originated the dangerous effect that triggered his Heroic Inspiration. This bonus only lasts one round or until discharged. If the dangerous effect originated from an object such as a trap or unattended magic item, this bonus has no effect.

A “dangerous effect” for the purpose of Heroic Inspiration is any power, spell, or special ability that would cause a negative effect on a failed save, such as inflicting damage or imposing a penalty. If the effect has an equivalent spell level and that spell level is 0, it is not considered a dangerous effect regardless. An Etherian does not gain Heroic Inspiration if the ally who succeeds on her saving throw is nevertheless killed, destroyed, or otherwise made helpless by the dangerous effect.

Etherians gain a +5 racial bonus to Spellcraft checks when identifying whether a magical ability is a dangeous effect and can make Spellcraft checks untrained for this purpose.

  • Air
  • Celerity
  • Charm
  • Community
  • Envy
  • Liberation
  • Protection
  • Purification
Favored save: Reflex
Medium humanoid (Eternian)
Half-Eternian base land speed is 30 feet.
Half-Eternians receive Heroic Destiny and Heroic Spirit as bonus feats.
+1 Luck bonus to AC
Stalwart soul (Ex): +1 racial bonus to saving throws against effects with the evil descriptor and +4 racial bonus to saving throws against Fear effects. These bonuses stack.
  • Courage
  • Destiny
  • Family
  • Glory
  • Life
  • Passion
  • Retribution
  • War
Favored save: Any. A Half-Eternian character counts the save with her highest base save bonus as favored. If more than one save is tied for highest, choose only one to be the character’s favored save.
Human (Earthling)
+4 Intelligence. Humans from Earth tend to be more sharp-minded than most characters of Etheria and Eternia.
Medium humanoid (Earthling). Humans gain the extraplanar subtype when not on Earth.
Human base land speed is 30 feet.
One extra feat at 1st level.
Adaptive Learning: At 1st level, an Earthling can designate any one skill as an adaptive skill. This skill is treated as a class skill in all respects for all classes the Earthling has levels in, both current and future.
Broad Mind: Upon taking the first level of a second base class (not a prestige class), a human gains any Multiclass feat as a bonus feat. However, regardless of which feat is chosen, the character does not gain the feat’s benefit until the prerequisites for that feat, if any, are met.
  • Knowledge
  • Luck
  • Lust
  • Mind
  • Planning
  • Portal
  • Time
  • Travel
Favored save: All. Humans never take experience penalties due to multiclassing.
Etherian Elf
Elves are Small humanoids with the Elf subtype who are native to Etheria.
+4 Dexterity, −2 Strength.
Elf base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Listen checks.
+2 racial bonus on any one Craft skill. This skill is always considered a class skill for the elf. (The Craft skill is chosen by the character at the time of creation and cannot be changed later.)
+1 racial bonus on all saving throws.
+1 racial bonus on attack rolls with thrown weapons and slings.
Weapon Finesse as a bonus feat.
Immunity to magic sleep effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Etherian elves treat the bolas and the shortbow (including composite shortbow) as simple weapons.
  • City
  • Commerce
  • Craft
  • Greed
  • Ocean
  • Trade
  • Water
  • Weather
Favored save: Reflex
Widgets are a subrace of Elves native to Eternia. They, too, are Small humanoids with the Elf subtype. The widget traits listed here replace the Etherian elf traits.
+2 Constitution, +2 Charisma, −2 Strength, −2 Intelligence.
Widget base land speed is 20 feet.
+2 racial bonus on Knowledge (dungeoneering), Listen, and Profession (miner) checks. Profession (miner) is always considered a class skill for widgets.
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Clumsy: −2 penalty to Balance, Escape Artist, and Swim checks.
Pathetic: Widgets take a −4 penalty to Intimidate checks, a −1 penalty to all Will saves, and a −2 penalty to saves against fear effects. These penalties stack.
Stone Power: When in contact with the ground, a widget’s effective caster level when casting divination spells or spells with the earth descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks.
Stone Stance: A widget in a Stone Dragon stance does not end that stance by moving more than 5 feet, so long as the widget remains on the ground. (Traveling using a fly or swim speed, jumping, or levitating still end the stance immediately.) In addition, a widget’s effective initiator level increases by 2, only for the purposes of initiating or qualifying for stances from the Stone Dragon discipline.
Darkvision out to 60 feet.
Weapon Proficiency: Widgets receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Widgets are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.
Weapon Familiarity: Widgets may treat greatpicks and dire picks as martial weapons, rather than exotic weapons. Yes, there really are that many different picks.
  • Cavern
  • Commerce
  • Creation
  • Earth
  • Metal
  • Rune
  • Temptation
  • Wealth
Favored save: Fortitude
The Gar are a race of blue-skinned humanoids native to Infinita, the dark hemisphere of Eternia. They have Eternian racial traits, with additions and exceptions as noted below.
Naturally psionic: Gar gain 1 bonus power point at 1st level. They gain the psionic subtype.
+2 Dexterity, +2 Constitution, −2 Wisdom. These modifiers replace the Eternian ability modifiers.
Low-light vision.
Blind-Fight and Evasive Reflexes as bonus feats. These replace Improved Unarmed Strike and Armor-born.
A Gar’s Martial Spirit feature applies to the Diamond Mind or Iron Heart disciplines.
Weapon familiarity: Gar treat the chakram, gyrspike, and longstaff as martial weapons instead of exotic.
+2 racial bonus to Autohypnosis and Sense Motive checks.
  • Artifice
  • Competition
  • Domination
  • Dream
  • Mentalism
  • Nobility
  • Pact
  • Vile Darkness
Favored save: Will
Medium alien (psionic)
+2 Constitution, −2 Wisdom
Racial hit dice: 2d6 (alien: medium BAB, strong Fort and Will saves, 4 skill points per hit die.) An optonid’s class skills are Autohypnosis, Balance, Concentration, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Spot, and Tumble.
An optonid’s base land speed is 40 feet.
Optonids are not native to the dimension of Eternia or Etheria and gain the Extraplanar subtype when not on their home plane.
Darkvision out to 60 feet.
Optonids do not sleep and are immune to sleep effects.
Naturally Psionic: Optonids gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Stability: Optonids are exceptionally stable due to their four legs. An optonid receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Unlike other quadrupeds, optonids are not considered smaller for some jump checks. You didn’t even know about that rule.
Optonids have large ears and wide round eyes which grant them a +4 racial bonus on Listen, Spot, and Search checks.
Eyestalks (Ex): An optonid can extend or retract its eyestalks as a standard action that provokes attacks of opportunity. The following benefits and drawbacks apply only when you extend your eyestalks:
  • Movement speed is reduced by 50%.
  • −2 penalty to AC vs. critical confirmation rolls against you.
  • −2 penalty to saves against gaze attacks and any effect that causes the dazzled condition.
  • The penalty to spot checks due to range is reduced by half (−1 penalty to spot checks per 20 ft. of distance).
  • Precision damge (such as sneak attack) can be applied regardless of range, as long as the other conditions are met.
  • The effects of Far Shot, Enlarge Power, and Enlarge Spell are doubled, if you have one of those feats.
  • Psi-Like Abilities: at will—steadfast perception, 3/day—detect psionics, 1/day—psionic true seeing. Manifester level is equal to Hit Dice. Retracting your eyes ends the power.
An optonid can reattach a severed limb or eye by holding the member to the stump for 3d6 minutes. Severed body parts otherwise regrow in 1d10+10 days.
  • Deathless
  • Diabolic
  • Drow
  • Madness
  • Mentalism
  • Moon
  • Ooze
  • Slime
Favored save: Will
Scorpionfolk have two arms and two legs. They have claws instead of hands, a stinger-tipped tail, and two round black eyes on an insectile or crustaceous (but otherwise humanoid) head.
Medium monster
+4 Strength, +2 Dexterity, +2 Constitution, −2 Intelligence, +2 Wisdom
Racial hit dice: 5d8 (monster: good BAB, strong Fort save, 2 skill points per hit die.) A scorpionfolk’s class skills are Balance, Climb, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Spot, and Survival.
Scorpionfolk base land speed is 30 feet.
Low-light vision (Ex)
Natural weapons: A scorpionfolk can attack with two claws and a stinger. The claws deal 1d3 points of damage and the stinger deals 1d4 plus poison (see below). During a round when it does not attack with any manufactured weapon, a scorpionfolk can choose to use either its claws or its tail as a primary natural weapon (but not both). A primary natural attack is made at a creature’s full base attack bonus and adds its Strength modifier to damage. A secondary natural attack is made at −5 and adds half the creature’s Strength modifier to damage.
Poison (Ex): Sting, initial damage 1 Dex, secondary 1d4 Dex, save DC 13 + the scorpionfolk’s Con modifier. A scorpionfolk produces sufficient poison for 5 poisonous stings per day.
A scorpionfolk gains Sandskimmer as a bonus feat, allowing it to treat shallow sand as normal terrain and deep sand as shallow sand.
Natural Combatant: A scorpionfolk chooses either Improved Natural Attack (Claw) or Ability Focus (Sting) as a bonus feat.
+5 natural armor
Constricting grip (Ex): Anytime a scorpionfolk successfully uses a grapple check to do damage to an opponent, it gains a +2 bonus to the damage roll if it is not holding anything in its claws.
A scorpionfolk gains a +2 racial bonus to Balance checks on any round it does not attempt a sting attack.
−4 penalty to Sleight of Hand checks. Although a scorpionfolk’s claws can grasp and use most objects as easily as a human’s hands, they have trouble with fine manipulation.
Scorpionfolk without class levels are proficient with their natural weapons only.
  • Animal
  • Bestial
  • Endurance
  • Pestilence
  • Sand
  • Scorpion (as Spider)
  • Summer
  • Weather
Favored save: Reflex
Scorpionfolk Ranger substitution levels
Scorpionfolk Monster class progression
Medium monster (goblinoid)
+2 Constitution, −2 Dexterity
Darkvision 60′
A goblin can hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Heartless: Goblins have no heart. They are immune to fear, but cannot rage or frenzy, and cannot benefit from any morale bonus. They are immune to any effect that involves their heart or blood, such as avasculate, blood to water, burning blood, heart of stone, or the blood drain attack of a vampire. A goblin can be affected by Charm spells as normal, but his attitude only improves to Indifferent rather than Friendly, and he gains a +4 racial bonus to opposed charisma checks to avoid doing something out of the ordinary.
Deathly pallor: The DC of a Heal, Spot, Sense Motive, or other applicable check to determine whether a goblin is alive, dead, or undead is 10 higher than normal. This is considered a racial bonus.
A goblin has DR 2/— against critical hits and precision damage only.
Resist cold 5, resist electricity 5, resist negative energy 5. (An undead goblin gains resist positive energy 5 instead.)
Goblins gain a +4 racial bonus on Move Silently and Ride checks.
  • Cold
  • Death
  • Dragon
  • Fate
  • Repose
  • Suffering
  • Transformation
  • Tyranny
Favored save: Will
Small humanoid (orc, incarnum)
+2 Strength, −2 Wisdom.
Unlike most Small humanoids, an orc’s base land speed is 30 feet.
Powerful Build (Ex): The physical stature of orcs lets them function in many ways as if they were one size category larger. Whenever an orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the orc is treated as one size larger if doing so is advantageous to him. An orc is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Low-Light Vision: An orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Eager: +2 racial bonus to Initiative checks.
Weak Will: Orcs suffer a −4 penalty to Will saving throws against Enchantment effects. For the purpose of Enchantment effects that affect only creatures with a certain number of hit dice (such as daze or sleep), an orc is treated as having two hit dice fewer than he actually has (minimum HD½).
Hard Head: An orc gains a +2 racial bonus to Fortitude saving throws against any effect that would cause him to become stunned. In addition, an orc only remains stunned for half the normal duration (rounded up).
Headlong charger: When charging, an orc gains an additional +2 bonus to his attack roll (or Strength check if the charge is combined with a bull Rush attempt), but takes an additional −2 penalty to AC. This feature counts as having the Reckless Charge feat.
Weapon proficiency: Orcs are automatically proficient with the spiked helm and horned helm. When an orc enters an opponent’s space to attack with a spiked helm or horned helm, he gains a +2 dodge bonus to AC to avoid an attack of opportunity. This bonus increases to +4 if he is charging.
An orc gains Azure Toughness as a bonus feat. This grants him an essentia pool with one point of essentia, which he can invest in this feat to gain 3 hit points, or invest in another incarnum feature that he may gain from another feat or a meldshaping class.
  • Endurance
  • Force
  • Fury
  • Herald
  • Incarnum
  • Sloth
  • War
  • Wrath
Favored save: Fortitude
Medium monster (goblinoid). Etherian Trolls look just like the bugbears or hobgoblins of traditional D&D.
+4 Strength, −2 Intelligence, −2 Charisma.
An troll’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Trolls are dazzled in bright sunlight or within the radius of a daylight spell.
Shadow Healing (Ex): A troll gains Fast Healing 1 in areas of shadowy illumination, or Fast Healing 2 in areas of complete darkness.
Trolls have ravenous appetites, but can eat things that would disgust even a starving human. Trolls require three times as much food as a typical medium character each day. A troll recieves a +4 racial bonus to survival checks made to forage for food. This bonus does not apply if the troll is also foraging for food that is edible by non-trolls.
Iron Guts (Ex): +4 racial bonus to fortitude saves to resist poisons, diseases (except supernatural and magical diseases), or any effect that would cause the troll to become nauseated. This bonus is doubled for poisons or diseases which are delivered via ingestion.
  • Darkness
  • Dragon Below
  • Feast
  • Gluttony
  • Healing
  • Hunger
  • Shadow
  • Truth
Favored save: Fortitude
Trollans are aliens with the Trollan subtype. When not on Trolla, they gain the Extraplanar subtype.
−4 Strength, −2 Constitution.
Small size. As a Small creature, a Trollan gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
A Trollan’s base land speed is 10 feet.
Flight (Su): When carrying no more than a light load, a Trollan can fly at a speed of 30 feet with good maneuverability.
Spell-like Ability: at will — prestidigitation.
Darkvision out to 60 feet.
Truenamer: A Trollan gains a +1 racial bonus to the saving throw DC of spells with the language-dependent descriptor, as well as the spells
  • blasphemy
  • dictum
  • holy word
  • word of balance
  • and word of chaos
or a +1 racial bonus to Caster Level if these spells do not allow a saving throw.
Trollans breathe, eat, and sleep. Unlike Immortals, an Alien can be raised, reincarnated, or resurrected just as other native creatures can be.
Trollan Warlock substitution levels
  • Entropy
  • Illusion
  • Magic
  • Mysticism
  • Oracle
  • Spell
  • Summoner
  • Trickery
Favored save: Will
Ignan (Fire People)
Medium spirit (fire). The Fire People are humanoid fire elementals who live near the lava flows of the Region of Flame, as well as in volcanoes all around Eternia.
+2 Intelligence, −2 Constitution, −2 Charisma
An Ignan’s base land speed is 30 feet.
Ignans have the fire subtype, granting them immunity to fire, but vulnerability to cold (+50% damage). In addition, ordinary water inflicts damage to an ignan as if it were acid. Ignans do not need to drink, and they are immune to any spell in the Thirst domain with the exception of energy drain.
An ignan cannot use any magic with the Cold or Water descriptors, but all ignans gain Fiery Spell as a bonus feat.
Favored Enemy (Ex): An ignan gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against any creature with the Cold subtype. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This stacks with the Ranger ability of the same name.
Heat (Ex): An ignan’s body is intensely hot, so its unarmed attacks and melee attacks with a metallic non-reach weapon deal 1 point of extra fire damage.
Body Glow (Ex): An ignan naturally emits faint illumination as a candle, and takes a −4 penalty to Hide checks in areas of dark or shadowy illumination. An ignan can negate this penalty by completely concealing his body as a move action (with a dark sheet or cloak, for instance), but he is considered blinded while so concealed.
Body Lamp (Su): An ignan can make his body glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. When doing so, he takes an additional −6 penalty to Hide checks in areas of dark or shadowy illumination.
Immunity to critical hits. Though an ignan’s body is solid and substantial, it is composed of the essence of fire rather than flesh and bone.
Unlike most other living creatures, a spirit does not have a dual nature—its soul and body form one unit. When a spirit is slain, no soul is set loose. Spells that restore souls to their bodies, such as resurrection don’t work on a spirit. It takes a different magical effect, such as limited wish, reality revision, miracle, or true resurrection, to restore it to life.
Racial hit dice: 2d6 (spirit: average BAB, good Reflex save, 4 skill points per hit die). An ignan’s class skills are Knowledge (dungeoneering), Knowledge (magic), Listen, Move Silently, Search, Spot, and Swim*. *in lava only.
An ignan without class levels is proficient with simple weapons and shields, but not armor.
  • Destruction
  • Fire
  • Glory
  • Hunger
  • Purification
  • Spite
  • Sun
  • Thirst
Favored save: Reflex
+2 Charisma, −2 Strength.
Small fey (sprite).
A twigget’s base land speed is 20 feet.
Low-Light Vision: A twigget can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Twiggets may treat boomerangs and nets as martial weapons rather than exotic weapons.
Spell-like Abilities: A twigget may use speak with animals a number of times per day equal to his Charisma modifier (minimum 1). A twigget with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + twigget’s Cha modifier + spell level.
Forest Mobility (Ex): A twigget can move at full speed when sneaking around in jungle or forest terrain, taking no penalties to Hide or Move Silently checks due to normal movement. The penalties due to movement when running in these environments are reduced by one half.
Spell resistance equal to 11 + total hit dice.
Eternal Bronze Vulnerability (Su): Twiggets are especially vulnerable to weapons made of eternal bronze. Using an eternal bronze weapon to attack a twigget grants a +1 bonus to all damage rolls. Any time a twigget gains damage reduction from any source, that damage reduction is decreased by 4 (to a minimum of 0) when attacked with an eternal bronze weapon.
  • Balance
  • Decay
  • Fey
  • Meditation
  • Moon
  • Plant
  • Renewal
  • Windstorm
Favored save: Reflex
“Light-Touched” is an Inherited Template than can be applied to any creature with a Constitution score of 3 or greater that is not native to the Plane of Shadow (referred to hereafter as the base creature). A light-touched creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Same as the base creature.
Speed: Increase all natural movement speeds by +5 ft. This is considered a racial bonus.
Special Attacks: A light-touched creature with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities, depending on its Hit Dice, as indicated below. Caster level equals the creature’s HD, and the save DC is Charisma-based.
  • 1 HD: 3/day (combined) — dancing lights, flare, light
  • 3 HD: 1/day — daylight
  • 5 HD: daylight instead becomes widened daylight
  • 8 HD: 1/day — invisibility sphere, but with a duration of 1 round per hit die.
Special Qualities:
  • A light-touched creature loses Darkvision, Light Sensitivity, and any special vulnerability to bright light, if the base creature has any of those qualities.
  • Low-light Vision (Ex).
  • Shadow averse: A light-touched creature cannot cast spells or use spell-like abilities with the Darkness descriptor.
  • Shining soul (Su): A light-touched creature cannot become dazzled and is immune to lycanthropy.
  • −2 penalty on saving throws to resist effects with the darkness descriptor or Illusions from the Shadow subschool.
  • Spell Power: When in a well-lit area, a light-touched creature’s effective caster level (or ML) when using spells or spell-like abilties with the light descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks.
  • A light-touched creature’s natural weapons (if any) are treated as silver for the purpose of overcoming damage reduction.
Abilities: −2 Con. Additionally, a light-touched creature takes a −2 penalty to all Wisdom-based skill checks and ability checks.
Level adjustment: +0
Clockwork Creature
“Clockwork” is an acquired template than can be applied to any corporeal aberration, alien, animal, dragon, humanoid, magical beast, monster, or vermin (referred to hereafter as the base creature). A clockwork creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to construct. It loses all subtypes and gains the Mechanical subtype. It does not gain the Augmented subtype. Recalculate base attack bonus, saving throws, feats, and skills accordingly as described below.
Hit Dice and Hit Points: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining Hit Dice to 10s. As a construct, the creature loses any bonus hit points for high Constitution, but gains bonus hit points based on its size and material. Multiply the bonus hit points from material by the HP modifier from size in the two tables below:
Clockwork Creature Traits by Size
Construct Size HP ModifierNatural Attack
Fine or Diminuitive×0
Tiny ×01 slam (1d2 + 1½×Str bonus)
Small ×11 slam (1d3 + 1½×Str bonus)
Medium ×21 slam (1d4 + 1½×Str bonus)
Large ×32 slams (1d6 + Str bonus)
Huge ×42 slams (2d6 + Str bonus)
Gargantuan ×62 slams (3d6 + Str bonus)
Colossal ×82 slams (4d6 + Str bonus)
Clockwork Creature Traits by Material
Construct Material Bronze, Iron, Steel, etc Coridite Eternal Bronze Lunar Silver Photanium
Bonus Hit Points 10 10 7 2 20
Natural Armor Bonus 4 6 4 4 10
Speed: Reduce all speeds by 10, to a minimum of 5 feet. Clockwork creatures cannot run. The creature loses its fly speed unless it is made of coridite.
Armor Class: The creature loses any existing natural armor bonus and gains the bonus listed in the table above, depending on material.
Base Attack Bonus and Saving Throws: As a construct, a clockwork creature’s base attack bonus is equal to 3/4 its Hit Dice. Its base save bonuses are equal to one-third of its hit dice.
Attack: A clockwork creature retains all the natural attacks and weapon proficiencies of the base creature.
not done!